Jeorge
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Posts posted by Jeorge
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@Kartoffelkuchen There's like a successor(kinda) to old school fairings, it works differently. It's called Simple adjustable fairings
Maybe you can take a look at it for implementation in the future.
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thanks
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13 minutes ago, CobaltWolf said:
You didn't tell Unity it was a Normal map? It's good that you're making them as proper normal maps outside Unity - exporting via part tools using the 'convert from grayscale' option can cause issues.
I told unity it was a normal map. I think it was an issue with compression quality, billinear/trillinear, that stuff. I haven't really pinpointed the problem because I re-imported my model and texture without touching any other setting. I learned not to touch some other settings now lol, it makes the eliminating process of problems much easier.
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I've confirmed it. It is a normal map issue. It was gone when I removed it. Might be a mismatch from the unity 5 export preset in substance painter. There are many kinds of normal map.
Edit:Fixed it. It was a texture import issue inside unity. -
1 minute ago, dboi88 said:
That was going to be my next guess. Are you creating from grayscale?
Nope. it's a proper normal map projected from a high resolution mesh using Substance painter. I don't see this issue in unity though. Just to add, my texture is in tga at the moment. I'll try changing graphical settings inside ksp
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9 minutes ago, dboi88 said:
I think it's an issue with the faces being smoothed, try importing it without any smoothed edges and see if it's still there.
I just tried and it's still there. It might be an issue with the normal map
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1 hour ago, dboi88 said:
Don't worry, it's black magic and not meant to be understood.
Post some pics of the shadows and highlighting, there are a lot of people here who have likely seen the same artifacts before and will be able to tell you what is causing them.
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Just an update. I'll try to iron out any issue with this model so that I can learn how things go and finish the other "static" models. I'm a little bit off with the attachment nodes. I still don't know how Max > Unity > KSP handle rotation. What faces what. Also I'm having trouble with jagged shadows and weird highlighting I don't know if that's a ksp issue or it's from me. I'll work on this.
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Thanks
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I mistook radius for the diameter that's why it's 2x the size lol. Good thing it will be easy to rescale.
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9 minutes ago, liquidhype said:
If that is the case, then there must be one setting in the exporter which makes the model twice its original size. Out of curiosity, which units of measurement does 3ds max have? Can you select metric or imperial units, or does it just use abstract numbers?. I don't know if that could maybe have any effect on how exported models turn out in max. If you can select metric, then do that and verify that the model is indeed 7 meters wide. If it is, then that would pretty much narrow it down to the exporter being the cause of the issue.
I agree with you, knowing that the models exports at 2x its normal size, the simple solution would to just rescale it by half. But now I feel invested and want to know the reason as well
I have my units set to meters and my export unit set to meters. It happened on unity using an obj file as well. I reimported the fbx in 3ds max and it scaled fine. I even downloaded blender and imported it there and it scales fine. I posted the problem and .fbx here
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1 hour ago, liquidhype said:
It has to be because of how your 3D modeling software of choice is exporting the models. The reason I say this is because if you modeled your tank to be 7 meters in diameter, exported the model from Unity with a scale of 1,1,1 and set the Scale = and rescaleFactor = to 1 in the .cfg file, then the model should be exactly 7 meters in diameter in the game.
I have not used 3ds max, so I don't know the export settings, but I can not think of any other reason as to why your model(s) come out all whacky in size other than it being caused the the 3ds max exporter.
EDIT: Btw, did you apply the scale to your model(s) in 3ds max? I have no clue how to do it in 3ds max, but in Blender it is Ctrl+A to apply location and/or rotation and/or scale.
Sorry for the late reply. Yes I did reset xform, if that's what you're asking all of them are on 100% scale, 0's on transform and rotation. I'm going to post my problem w/ screenshots and fbx file in the modelling and texturing subsection later. It appears my model's scale is doubled on unity but not on 3ds max and blender. I can just rescale on unity using .5 rescale but I think that's a band-aid solution. I'm having an itch to know the reason lol.
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Thank you so much for this! I used OldSchoolFairings in the past. Looking forward to future implementations to other mods that uses fixed fairings. Just a question, is the staging by design? I tested the 5m expanded and both the fairing deploy and payload decoupling is in one stage.
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That's awesome blowfish!
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Is this mod dead or obsolete because of something inside the game that broke this. I hope it'll continue.
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[1.9.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
in KSP1 Mod Releases
Posted
I just got back on playing Kerbal again and this mod interests me. I kinda did a quick rough PBR texture in Substance painter of the mainsail engine without disturbing it's geometry and UVs. I ripped it using the mu to blender tool then export as fbx to 3ds Max
I don't really know how to do all this stuff. If anyone want to experiment with it, I've attached the TGAs. It is using Unity Standard shader, the smoothness is embedded in the metallic map alpha channel.
NOTE: That the normal map may not work correctly as I modified the smoothing group for the map baking. I have a modified FBX of the Mainsail but I think they might be legal issue of me posting it.
https://www.dropbox.com/s/y1csnzrd8fufnmy/mainsail-tga.zip?dl=0